/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/Tasks/AbilityTask_ApplyRootMotionRadialForce.h
Apply force to character's movement
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Ability|Tasks", Meta=(HidePin="OwningAbility", DefaultToSelf="OwningAbility", BlueprintInternalUseOnly="TRUE")) static [UAbilityTask_ApplyRootMotionRadialForce](API\Plugins\GameplayAbilities\Abilities\Tasks\UAbilityTask_App-_4) * ApplyRootMotionRadialForce ( [UGameplayAbility](API\Plugins\GameplayAbilities\Abilities\UGameplayAbility) * OwningAbility, [FName](API\Runtime\Core\UObject\FName) TaskInstanceName, FVector Location, [AActor](API\Runtime\Engine\GameFramework\AActor) * LocationActor, float Strength, float Duration, float Radius, bool bIsPush, bool bIsAdditive, bool bNoZForce, [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * StrengthDistanceFalloff, [UCurveFloat](API\Runtime\Engine\Curves\UCurveFloat) * StrengthOverTime, bool bUseFixedWorldDirection, FRotator FixedWorldDirection, ERootMotionFinishVelocityMode VelocityOnFinishMode, FVector SetVelocityOnFinish, float ClampVelocityOnFinish )